Specific Game Mode
<PvE>
Proposal Overview
<Improving pet scaling>
Goal of Proposal
<Pets make up 30% damage of a ranger’s damage. That direct damage is only increased through the beastmastery trait line and the odd +30% critical damage for pets in the skirmishing line.
If rangers choose to invest in the beastmastery line they lose out on personal damage (which is a greater loss compared to other classes because of crit damage from gear) or another way to say this: rangers gain less overall damage compared to other classes because of the amount of crit damage that can be gained for the character and not for the pet.>
Proposal Functionality
<1.Remove beastmastery points and double healing power on the beastmastery line. Make stats gained from traits also apply to the ranger’s pet.
Ex- 30 points in marksmanship increases ranger’s power by +300 and +30% condition duration, it will also increase the ranger pet’s power +300 and +30% condition duration.
OR
2. Make each point invested into each line increase the pet’s condition duration/crit damage/condition damage/boon duration/extra pet attributes/ depending on the line that you have invested in.
Ex – 30points in marksmanship increases ranger’s power by +300 and +30% condition damage, it will increase the pet’s condition duration by +30% only.>
Associated Risks
The ranger gains more overall stats than other classes.
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Specific Game Mode
<PvE/WvW>
Proposal Overview
<The longbow is weak compared to other bows, has no group synergy and no synergy with the pet unless 15 points are placed into the nature magic line. Even then, nature magic line does nothing for the longbow because you will be ideally 1000+ range away from foes (in addition to being out of range from party buffs) in order to maximize longbow damage and you will not need extra health from being at a relatively safe distance.>
Goal of Proposal
<To increase the overall usefulness of the longbow with skill adjustments.>
Proposal Functionality
<Remove damage variance based on distance from skill #1
Increase coefficients/base damage from skills #3 4 5
Change skill #3 to a charged shot —3 second cast time that deals damage and gain stealths the ranger and pet for 1 second at the end of the cast—.
Add a daze to skill #4 after the knockback.>
Associated Risks
<None, the longbow is in desperate need of a buff.>
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Specific Game Mode
<PvE/PvP>
Proposal Overview
<Make the shortbow more condition based and improve lackluster traps.>
Goal of Proposal
<To improve shortbow function, increase usefulness of trap traits, make traps worthy of being a utility skill>
Proposal Functionality
<Skill #1 – targets hit by arrow will now gain a stack of bleed regardless of direction
Skill #3 – drop a random trap before the self knockback evade.>
Skirmishing trait VIII – Loses ability to throw traps. Merged with Skirmish trait XI and now makes traps instant cast (drop traps), in addition to the 60 radius range gain.
Skirmishing trait VIII is swapped with Wilderness Survival trait X.
Skirmish trait XI a new grandmaster trait – Launch a random trap with the shortbow on a successful hit with shortbow skill #5 with trait with a cooldown on the trait.
Utility – Viper’s nest is now a poison field.
Associated Risks
<Decreases the usefulness of torch skill #5.>
(edited by Effort.9527)